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Everything posted by XLG1
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Anyone can share experiences of the shock freeze alteration against an opponent with 50% protection from Freeze? Not enough data in previous screenshots to say freeze is overpowered: Conditions aren't really known, the level of protection of the enemies aren't known (probably none), whether they used overdrives, supplies, etc.
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A couple of ideas to extend game functionality and prolong its limited lifespan. Let me know what you think in the comments. :) The idea is that a supply / feature can be added that will enable you to heal after every kill. After every kill you get healed immediately. To balance this the repair kit is disabled. A force field / rotating damage ring that will deal damage to the enemy whenever they are within range of you, like 3 - 5 meters range. A new overdrive / power-up that rains down meteorites down on the enemy base. Could be added to the planned hovering tank. A supply / power-up / overdrive enabling you to jump briefly.
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Not sure if it was linked already, but here it is: http://en.tankiforum.com/index.php?showtopic=360161 Should it be marked as completed? Yes, the promo codes functionality should be changed / replaced with something else.
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Demise of the game is foreshadowed. However, as long as the buyer community is consistent, there remains an incentive to keep the game alive. Once the buyer community disappear / the game which was made on the flash engine becomes too hard to maintain, the game will eventually close as they would be unable to cover their costs, i.e making below normal profit. (As Tanki X is a seperate project) The creation of Tanki X probably meant less development time on the game. In terms of not listening to the players, the same probably can't be said for Tanki X. Not being able to communicate with the devs easily may also be an issue. It appears they have prioritized their own agendas (profit) over user satisfaction, which isn't surprising - I wonder why?...
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When the developer decides to think for the player, these problems are bound to arise. Too many game-nerfing updates to even mention, there should be opinion polls to see if the community likes the update before they occasionally open the test server, and implement it anyway.
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"Infection" Upon activation of this supply, you are able to infect a single or multiple tank and deal continuous damage to them per second without being in contact of them. Upon them making contact with another enemy tank / killing the enemy tank this effect is immediately transferred to the enemy team mate. To balance this, it will have a long possibly dynamic cool down similar to the Overdrive system. This will help to add more variety to game-play in non-PRO battles, and decrease the chances of the user relying on a double damage / armor and creating a drug war.
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With PRO battles in mind: An idea is depending on the map you can only be allowed to equip 75% of total modules like 2 out of 3 short range modules depending on map. In short range maps at this range users are more likely to be strategically equipped for games, and may use protection as you said for short range turrets in a small map like Sandal, but most likely if the enemy has those turrets and they are effective. Different weapons are good for different scenarios as you won't need to protect from all the weapons in the game - only those the enemy is using the most, and are effective. However, you may see users protecting against a specific weapon, that they may be weak against due to their disadvantaged hull / turret. The idea is to diversify equipped modules, but it could also diversify the game as users will have a fairer chance in combat and those without the same level of protection as their opponents like those in (Marshals and Legends rank brackets) can fare better against their opponents. Short range weapons are designed to deal with your opponent quickly, and are probably better paired with a lighter hull. Other turrets have advantages in range, modules tamper with the ability to effectively utilize these shorter ranged weaponry. Remember, it would also be the same for your opponent, making it more balanced. E.g. With everyone on a map using 50% Firebird protection, your job becomes nearly impossible paired with a lighter hull (please keep PRO battles in mind) Thanks, your suggestion is better and I hope it gets implemented, but I also think both ideas could go hand in hand. I'd recommend you read the idea again and also consider Maf's suggestion. Anyway it's just a rough concept, with PRO battles more in mind: Maybe per bracket the user could only be allowed to equip 75% of total modules like 2 out of 3 short range modules depending on map.
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Valid Diversify Equipped Modules
XLG1 replied to XLG1 in Diversify Equipped Modules Ideas and Suggestions
With PRO battles in mind: It has to be problematic when being proficient at E.g. short range turrets in small battles / maps and your opponent(s) has equipped protection against (the only) 3 melee range turrets. Based on the battle scenario, as there are only 3 - 4 weapons per category (Melee - Long range weapons); It makes game play longer and more unfair. So what I propose is that, per category, you can only equip protection for one weapon of each tier like protection from 1 Long range turret and Medium range Turret rather than having protection from e.g. Hammer, Twins and Ricochet. Why should anyone even listen to you? This suggestion should help to diversify game play. In long range maps especially in PRO battles which is where this idea was aimed at, having protection against all turrets of a certain caliber / range lengthens game play, In non-pro battles increasing the chances of a drug battle to finish things. Appreciate any feedback! Kind regards -
Idea for Supply: Global Targeting System (GTS) Upon activation, automatically identifies the most vulnerable tank and points him out to you, helping to maximize K/D and increase efficiency , rather than engaging a target with protection. Based on a number of factors such as health level, protection level, position, distance away from the tank etc. Would be especially useful in Deathmatches / Team Deathmatches.
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Good idea, but due to the age range targeted by the game, this may be off putting. This is where my idea about the processing in the server being done, possibly even partnering with a cloud gaming service to offer the game, this will alleviate the problem of lagging mentioned in the OP, resulting in fairer, more engaging matches, possibly saving electricity costs depending on usage: http://en.tankiforum.com/index.php?showtopic=367622
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Some users complain about Magnum being 'OP' (questionable, not the highest DPS weapon in the game, has a considerably long reload + the time it takes to adjust aim and power....) I propose for Magnum to have less damage by using short range angle and more medium / long range - if the person uses 0 - 5 degree angle damage is above minmum damage but higher if using a longer ranged scope. Players complaining probably use no protection and low health hulls PROS Will increase the skill of Magnum users make them less likely to use to same angle for shooting with less damage Weapon is used more like intended, med / long range rather than short ranged cheap shots CONS Developers need a reason to nerf the weapon so will most likely decrease damage when its not necessary or reduce splash damage
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Nice, may bring back players to a dismal game. Want to join but preferred turret is nerfed (freeze) when person has protection module freeze effect is reduced so they just turn around and destroy your tank :( If freeze effect could remain the same despite the protection the person may have, damage wouldnt increase / decrease thanks. (no quotes please)
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Am proposing for change to hammer ( pellet spread and reload) A shotgun where you have to reload in front of the opponent isnt really an effective model as the first shot would damage the target. Pellet spread should be at a more immersive / straighter angle like a semi circle area of effect but sightly shorter First 2 shots should have a shorter reload and the third shot should have a slightly longer reload. This would optimize it for short range encounters rather than having to empty out all 3 shots, increasing efficiency. A slight miss results in signicantly less damage which is nonsensical, so finishing the target in 3 shots requires more accuracy than any other weapon. Maybe each shot you can fire after its reload stage so full clip divided into 3 you can fire each after reload by holding spacebar down, but to keep things balanced the reload would be slightly longer so if 1 clip would take 3 seconds to reload it would take 4 seconds with this, but full clip reload would be the same by not pressing spacebar
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Ok maybe I didnt mention it explicitly which is why to you it was not visible even do i did say "until it gets to m3 stage" concernning titan / mammoth which I assumed would coincide previous point about health. But I can see 1 simularity here: Both viking users who have upgraded it and arent really supporting change to hunter even do it is much required and are saying it is fine as it is now unless stated otherwise. One is not better than the other but 1 may be more favoured / OP than the other due to the fact at m3 viking has speed , stability and power. Atm at M3 as they are both in the medium hull category there really is no point of using hunter as viking has more speed and players might not consider the different characteristics of the hull which will modify the gameplay as used with different turrets Stability because of its longer size and its speed was balanced as it had more weight / power and less speed which having less power, weight and more speed does not make sense due to its longer size which is why the turrets usable on it have changed, and so has the gameplay significantly. Hunter may be awesome to you at m0 low warrant rank on your alt but as you do not have it on your main account at m3 legend rank and as videos may become outdated do not provide an indepth analysis per general battles, your not really in the appropriate position to say whether it is balanced or not. M0 everything is easy to kill especially as you are already experienced and most of the new players probably are not playing for their first times.
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Due to my upgrdes I wasnt able to see the original stats (MU) I already know that all hulls have been grouped together in terms of health which is why I said it inadvertenly " until it gets to m3 stage" in previous post. I can see you are a viking user and not a hunter user so it is lonly logical you would make an argument for as to why itshould remain OP and not be balanced, but you can clearly see that they have made viking all in 1 hull at m2 / m3 at m2 has more health speed and power at m3 still has more speed and power
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He is saying its useless before it had nice balanced speed but now they have made viking all in one hull more health speed and power where hunter still has less health and is slower why does titan have less health than mammoth but is still faster than it until it gets to m3 stage but with viking / hunter, viking has more health / speed and you would be better off using hornet / viking etc totally not fair that is why the other guy is saying it is support hull / not main attack hull as it was advertised as in the description / multi purpose hull. (defense / attack)
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Viking has more health, speed for every step of modification..... Idk what is the point of using hunter anymore compared to viking by nerfing hunter top speed / acceleration they have just pushed more people onto viking which is why you see more heavy / medium hull users in the game anyway, probably only up to 10% to be generous use wasp their nerfs to these hulls have caused less balance more people using the OP weapons of the time before those get nerfed
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For any of those who have forgotten / dont remember or never saw the old topic / vlog in old tanki forum this is the missile launcher the devs were planning of implementing years ago they said it would be able to shoot around corners, etc from what i can recite. But since then they have changed the turret significantly to probably balance / fit the other turrets that are already in the game
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Any of the good times you had in tanki that you can remember / good updates please feel free to name! Any of the bad updates you can remember the devs have implemented feel free to name! I will start this off Good time - When crystal boxes were in game and the days test server was open during holiday Bad time - When tanki NERF hunter and make it USELESS (viking has health, speed, stability now)
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With the current viking there really is no feasible point of even using hunter : all the users are alienated which is why there are more vikings in general and hunter users are in the minority. tanki devs have made viking all in one hull which means that it is the fastest medium hull, (most speed) has the most balanced amount of stability and power. meaning things arent balanced But it also has more speed than hunter, which even at m3 all category of hulls (light, medium heavy) have the same amount of health due to nonsensical tanki dev rebalance Which is why i propose that hunter should have an increase in its top speed / handling / acceleration and viking have a decrease in parameter (Infact none of the descriptions due to the tanki nerfs of turrets / hulls have been updated at m3 they all have same health but for mammoth it says no match for this ones armour where titan matches it as a heavy hull at m3.) By adding unqiue characteristics to each hull instead of giving them same amount of health at m3, this would mean more variety in battles and less drugging because people would have less / more varied amount of health which would make the battle more fun and not have to rely on drugs for kills even in non pro battles. There was no point of nerfing hunter like that that just means less people would use it and switch to other equipment which isnt balanced. hunter is smaller than viking does it really make sense for viking to be the most fastest medium hull? Even the names a viking wasnt really as agile while a hunter would have to be agile to attack / catch its prey in general.
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Maybe bitrcoin could be added as a payment processor know this will be merged and has been seen once or twice but hoping developers may see before mods send it to the back of the queue Ok some may know bitcoin some not is not a centralised coin not owned by banks only need an account to send it can buy it from bitcoin atms, etc Imagine if tanki genereated an address for you you just go to the bitcoin atm or your wallet like the coinbase address generator and you can send to personalized address with flexible API and they detect you send it and crystals automatically are obtained Price would be adjusted based on the current price of the bitcoin autmatically and rates, not only this but bitcoin debit / credit cards could also be used and would be better for those users dealing with bitcoin and dod not prefer paypal, I made topic here to generate opinion Awaiting mods merge to seclude ideas they dislike personally :)
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Check out my site to learn more: http://bitcoin.site90.com/
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Ahh perfect. When they realise players may still be unhappy from their previous update (Daily Missions having to be completed in standard battles), Soon after they throw in a discount to make everyone forget. Standard practice.
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